uniform const float3 DistortCenter;
float3 Distort(float4x4 lightMatrix,float3 position)
{
	float2 center	= lightMatrix._41_42;
	float2 left	= lightMatrix._11_12;
	left	*= dot(position.xy - center,left);

	float2 dir	= position.xy - DistortCenter.xy;
	float dst	= length(dir);

	float p	= clamp(lerp(1,0.5,dst * 3),0.4,1);
	position.xy	= DistortCenter.xy + (pow(dst * 2,p) * dir / dst);
	return position;
}